Gain 2 Mana Crystals this turn only.
Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.
How to get[edit | edit source]
Innervate x 2 are automatically included in all players' collections.
Strategy[edit | edit source]
Innervate grants the player 2 extra mana crystals on the turn that it is used. This grants the druid the potential to use high cost cards several turns before the opponent can do the same. Summoning sturdy minions such as Chillwind Yeti or Druid of the Claw in the first turns will allow the player to seize board control, often trading for several of the opponent's cards and granting the druid a sizeable advantage.
However, a notable downside of Innervate is that it will be a lacking draw come late game.
While Innervate is unable to increase your mana crystal pool above 10, it can be used after spending crystals to effectively give you 12 crystals for that turn. Unlike Wild Growth, using Innervate with 10 full mana crystals will not give the player an Excess Mana card.
Lore[edit | edit source]
Innervate is a druid spell that causes the target to regenerate a substantial amount of mana over 10 seconds. This card shares the same artwork as the Innervate card from the World of Warcraft Trading Card Game.
The card's flavor text refers to a key mana regeneration mechanic from vanilla WoW. Originally the 31 point Restoration talent for druids, a significant portion of a Resto druid's value in raids was to use Innervate to restore mana to other casters. Clearly, this over-specialisation was not appreciated by all druids.